Asaaj + Tel

By USCGrad90, in X-Wing Squad Lists

Looking for some feedback on the list below.

I have been running some 2 ship builds with the Shadowcaster and Jumpmaster and typically find the Jumpmaster to be the first ship to fall. I'm trying to get a super survivable build against Paratanni and other lists.

47 = Asajj Ventress(37) + Push the Limit(3) + Gyroscopic Targeting (2) + Latts Razzi (2) + Shadow Caster (3)

53 = Tel Trevura (30) + Push the Limit (3) + Hull Upgrade (3) + Gonk (2) + Punishing One (12) + R5-P8 (3)

I could drop R5-P8 and go with Dengar for the extra attack, but would likely change a few other things as well.

Any feedback is welcome.

I would drop the Shadow Caster title actually. Maybe something like this:

100 points

PILOTS

Asajj Ventress (47)
Lancer-class Pursuit Craft (37), Push the Limit (3), Latts Razzi (2), Burnout Slam (1), Engine Upgrade (4)

Dengar (53)
JumpMaster 5000 (33), Lone Wolf (2), K4 Security Droid (3), R4-B11 (3), Punishing One (12)

You can use Push on Asajj with a 5 straight on round 1 to SLAM and boost down the board to position behind the enemy (may even get them in Asajj's stress arc) if they don't have turrets while bringing Dengar in from the front or the other side. This way you have Asajj coming up from behind their formation from the beginning forcing them to really choose a target. Dengar like to be shot at anyways so hopefully you can burn down 1-2 ships with him and Asajj will be relatively untouched. Or they flip to fight the more durable Asajj and Dengar is left to chase them down. Dengar should prevail in the endgame!

I ran something very similar:

Tel:

talent.png

Push the Limit (3)
crew.png
“Gonk” (2)
salvaged_astromech.png
Unhinged Astromech (1)
illicit.png
Black Market Slicer Tools (1)
title.png
Punishing One (12)
modification.png
Hull Upgrade (3)
Asajj:
talent.png
Push the Limit (3)
crew.png
Latts Razzi (2)
illicit.png
Rigged Cargo Chute (1)
illicit.png
Black Market Slicer Tools (1)
modification.png
Engine Upgrade (4)
Did alright with it, if you disengage and re-engage a lot its a nightmare to do any lasting damage. I think the caster needs engine upgrade though. In your list I'd say the caster title and gyros might not be worth it, but the core regen and defence is there! Damage output was an issue though.
Edited by Corinthius
Spelling

If you are going to take the Shadow Caster Title on Ventress you should bring Manaroo instead of Tel.

Also, it seems like it's a damn shame to bring a Jumpmaster with the Punishing One title and not try the combo of Expertise and Dengar.

R4-B11 is used here to maximize the offense on Manaroo (who may frequently be shooting at a target with a tractor token). Bringing R5-P9 instead will make people pay for shooting Manaroo. There's still 4 points free to sprinkle in some Illicit upgrades.

Manaroo (27)
Expertise (4)
Dengar (3)
R4-B11 (3)
Punishing One (12)

Asajj Ventress (37)
Push the Limit (3)
Latts Razzi (2)
Gyroscopic Targeting (2)
Shadow Caster (3)

Total: 96

Edited by WWHSD

I agree, theres not a huge amount of point bringing the shadow caster title as asajj is at ps6 and tel at ps7. Yes, there is still the change to roll someone onto a rock but you cmpletely miss the reduction in agility. At the weekend I played a Tel + shadowcaster list (except it was ketsu rather than assaj). I think it was along the lines of:

Ketsu Onyo (38)
Fearlessness (1)
Dengar (3)
Glitterstim (2)
Shadow Caster (3)

Tel Trevura (30)
Expertise (4)
K4 Security Droid (3)
Unhinged Astromech (1)
Hull Upgrade (3)
Punishing One (12)

Total: 100

Expertise on Tel made him surprisingly tanky because he could always keep his focus for defence. The k-4 and unhinged combo mean he is almost always able to take a free TL so his damage output is decent.

Ketsu just rolls up and tries to tractor things so that when Tel shoots after he is facing as few green dice as possible.

On 2017-02-06 at 3:03 PM, WWHSD said:

If you are going to take the Shadow Caster Title on Ventress you should bring Manaroo instead of Tel.

Also, it seems like it's a **** shame to bring a Jumpmaster with the Punishing One title and not try the combo of Expertise and Dengar.

R4-B11 is used here to maximize the offense on Manaroo (who may frequently be shooting at a target with a tractor token). Bringing R5-P9 instead will make people pay for shooting Manaroo. There's still 4 points free to sprinkle in some Illicit upgrades.

Manaroo (27)
Expertise (4)
Dengar (3)
R4-B11 (3)
Punishing One (12)

Asajj Ventress (37)
Push the Limit (3)
Latts Razzi (2)
Gyroscopic Targeting (2)
Shadow Caster (3)

Total: 96

A variation on this could be using Tel instead of manaroo and then dropping the Shadow Caster Title and giving Tel a Hull upgrade. That leaves 1 point free for an illicit. As Aster mentioned, with Tel and Asajj there's not a lot of reason to have the Shadow Caster title but Tel's ability grants you an extra 2 hit points after the ship would normally be destroyed. That can be really useful.